Another one I've been sharing with people: Your idea is great. It's fantastic. But it's not a game idea. Make your idea into a book, or a movie, or a sculpture, and come back when you have an idea for a GAME.
I think the marketing part is something that need to be address properly. You NEED visual representation of your game before you can make any form of marketing. Maybe showing interesting mechanics using some decent placeholder arts or make concept art for your game which you'll stick to the art direction or maybe not but it's convey the vibe of your game enough.
Both marketing & market-research can - and should - absolutely start before you have visuals. Figuring out your "elevator pitch" and testing it against people both within your target audience and outside it, are key parts of marketing. If you can get people excited by the very idea of your game, based on the genre, setting, approach, etc, then you know you're on the right track. Visuals will augment that, but it needs to be there from the start.
@@mandisaw what I meant is to have something other than just some random ideas. And if you don't have something that could established the name of your game, then it's not worth working on the marketing part yet. At least you should have some things which represent your ideas and a landing page like steam page, discord server, or webpage. Some people just started with nothing but "hey, I want to make game". That's just too far from marketing your "game". You should develop your ideas into concept for the very least, then make proper presentation to start your small marketing campaign. This is what I really meant.
Agreed. It comes down to innovation within reason - it’s ideal to bring something new to the table, but to also make sure there’s enough familiarity for people to draw parallels to things they’ve enjoyed before.
Don't disagree with your premise (original game concepts are definitely harder to market than clones of the most popular games) but Palworld, I haven't played it, but wasn't it mechanically original? The look was heavily influenced by Pokemon sure, but the jobs and enslaving system, how you capture monsters and put them to work, that was fairly original wasn't it?
It's true that you don't need an original game to sell well but Palworld sold well because it got lots of free marketing by being Pokemon with guns. It was controversy and memeability/streamability that promoted it not necessarily a lack of originality.
@@gameboardgamesHave heard folks compare Palworld's gameplay to Ark: Survival Evolved. Haven't played either one myself, but the survival crafting and base-building then -defending mechanics are definitely not unique.
Another great video! Hey had an idea for a new video adjunct to this one: Tips on estimating how long your game will take. That's a definitely something I'm having trouble with, mostly because I'm new to Unity, is figuring out how long things will take to do. Some stuff like terrain generation took a lot less time than I'd guess for example, versus doing my inventory and inventory UI, which took far longer. Thanks for all the great content!
Being original seems easier than it is. An original idea that is worked on may as well transform into something that exists because someone else encountered the same issues with the idea. We can only see things made, not things tried. Also Forge Industry as "factorio without conveyor belts but people " =original is funny because that's been done in 1993.
9:00 Wen lambo? 🚀😂 Seriously though, I can forgive ppl not knowing most of these, but the marketing one... You know that feeling when you stumble across an awesome musician or author years later, after their work is out-of-print and hard to find? Or you get hyped for an older game, only to realize it's now $$$ on the second-hand market? Good marketing ideally fixes that (or reduces it). Your game is _someone's_ GotY! Now you just have to figure out who they are and tell them. Nothing inherently bad/wrong about that.
I'll definitely keep these in mind once I can figure out how to have fun making games. I'm still pretty sure it's my inability to understand code, but idk.
I build more than 30 games and I want to create a big one this time BUT I'm not sure if I should publish it on Steam or Android. It's a puzzle game and I'm not sure if it is a Steam game.
In general, nothing stops you from doing both - Android & Steam have overlapping audiences. But puzzle games are a broad category, some are better on mobile, some would do well on PC or console. You'd really need to check the results of other, comparable games on both platforms.
I'm interested, how will you start ? ..... 2d or 3d ... realistic or stylized ... what engine ... what genre ? My plan is to start in few months ... my focus is on realistic 3d games (I think the Unreal Engine would be best for me), the genre would be an action adventure that looks on the first sight cozy, got a lot violence, got all the time full nudity (but no sexual content), the artstyle and world design would be a mix of Stellar Blade and Genshin Impact.
@@paluxyl.8682 I'm want to target the mobile market first. Casual genre. I'm so confused between Unity and Godot. What would you advice? Should I go with Unity or Godot!
I'd say pick the engine that uses the language you are most comfortable with or like the most. Don't learn a language, learn to make games, and learn an engine all at once. You are putting too much on your plate.
IMO learning the language and the engine is kind of the same thing, since the engine's code interface is gonna be closely tied to the engine and very idiosyncratic and bespoke. For example, Unreal Engine has all the blueprints and meta-compiler stuff, and then you are essentially forced to make extremely OOP code - inheriting UE classes and using their methods and data tyoes. So you aren't writing C++. You're writing Unreal Engine code that happens to be a sort of bastardized dialect of C++. I don't think experience in C++ is really any better than experience in Python or C# because you have to adapt to the structure and API that are imposed on you either way. What's so hard about learning a little bit of syntax?
Misconception #6: You cannot make a MMORPG in 3-4 months as your first game, even if you have good friends to assist you. Ambition is great, delusion is a whole other thing. It's even worse when that game you're planning is using licensed art, music, characters or whatever because "I like them so much I wanted to include them in my game as a tribute". You'll just get a lawsuit and your game will be cancelled. And the absolute worst is to start developing that game without writing a GDD first and/or doing some research. It's the recipe for failure, you might even discourage yourself from developing your dream game entirely. Any game is a lot of work, so it's best to be organized and aware of your flaws right from the start.
Another one I've been sharing with people: Your idea is great. It's fantastic. But it's not a game idea. Make your idea into a book, or a movie, or a sculpture, and come back when you have an idea for a GAME.
I’ve heard the opposite too though, when thinking ab making an action packed story I heard it can be better as a game
I think the marketing part is something that need to be address properly. You NEED visual representation of your game before you can make any form of marketing. Maybe showing interesting mechanics using some decent placeholder arts or make concept art for your game which you'll stick to the art direction or maybe not but it's convey the vibe of your game enough.
Both marketing & market-research can - and should - absolutely start before you have visuals. Figuring out your "elevator pitch" and testing it against people both within your target audience and outside it, are key parts of marketing.
If you can get people excited by the very idea of your game, based on the genre, setting, approach, etc, then you know you're on the right track. Visuals will augment that, but it needs to be there from the start.
@@mandisaw what I meant is to have something other than just some random ideas. And if you don't have something that could established the name of your game, then it's not worth working on the marketing part yet. At least you should have some things which represent your ideas and a landing page like steam page, discord server, or webpage. Some people just started with nothing but "hey, I want to make game". That's just too far from marketing your "game". You should develop your ideas into concept for the very least, then make proper presentation to start your small marketing campaign. This is what I really meant.
Settlers 1 did that items moving between buildings and crafting like 20 years before factorio 🙂. Was scaled up a little since then though
Originality doesn't sell games. There's tons of very original games that don't sell well and unoriginal games (Palworld) that sold millions.
Agreed. It comes down to innovation within reason - it’s ideal to bring something new to the table, but to also make sure there’s enough familiarity for people to draw parallels to things they’ve enjoyed before.
True. Key is finding originality inside current trends; but do it quickly! Trends tend to last 2 to 5 years.
Don't disagree with your premise (original game concepts are definitely harder to market than clones of the most popular games) but Palworld, I haven't played it, but wasn't it mechanically original? The look was heavily influenced by Pokemon sure, but the jobs and enslaving system, how you capture monsters and put them to work, that was fairly original wasn't it?
It's true that you don't need an original game to sell well but Palworld sold well because it got lots of free marketing by being Pokemon with guns. It was controversy and memeability/streamability that promoted it not necessarily a lack of originality.
@@gameboardgamesHave heard folks compare Palworld's gameplay to Ark: Survival Evolved. Haven't played either one myself, but the survival crafting and base-building then -defending mechanics are definitely not unique.
Yep put my narrative aside after seeing how long it takes to even just get 15 minutes worth of content.. maybe one day if I can do it full time
Another great video! Hey had an idea for a new video adjunct to this one: Tips on estimating how long your game will take. That's a definitely something I'm having trouble with, mostly because I'm new to Unity, is figuring out how long things will take to do. Some stuff like terrain generation took a lot less time than I'd guess for example, versus doing my inventory and inventory UI, which took far longer. Thanks for all the great content!
Being original seems easier than it is. An original idea that is worked on may as well transform into something that exists because someone else encountered the same issues with the idea. We can only see things made, not things tried.
Also Forge Industry as "factorio without conveyor belts but people " =original is funny because that's been done in 1993.
9:00 Wen lambo? 🚀😂 Seriously though, I can forgive ppl not knowing most of these, but the marketing one... You know that feeling when you stumble across an awesome musician or author years later, after their work is out-of-print and hard to find? Or you get hyped for an older game, only to realize it's now $$$ on the second-hand market?
Good marketing ideally fixes that (or reduces it). Your game is _someone's_ GotY! Now you just have to figure out who they are and tell them. Nothing inherently bad/wrong about that.
Legend, Thank you
I'll definitely keep these in mind once I can figure out how to have fun making games.
I'm still pretty sure it's my inability to understand code, but idk.
I build more than 30 games and I want to create a big one this time BUT I'm not sure if I should publish it on Steam or Android. It's a puzzle game and I'm not sure if it is a Steam game.
In general, nothing stops you from doing both - Android & Steam have overlapping audiences. But puzzle games are a broad category, some are better on mobile, some would do well on PC or console. You'd really need to check the results of other, comparable games on both platforms.
Some people never play mobile games, some never play PC.
I'm hoping we find out about your next project soon.
Where the trains at?
Starting my journey next year.
I'm interested, how will you start ? ..... 2d or 3d ... realistic or stylized ... what engine ... what genre ?
My plan is to start in few months ... my focus is on realistic 3d games (I think the Unreal Engine would be best for me), the genre would be an action adventure that looks on the first sight cozy, got a lot violence, got all the time full nudity (but no sexual content), the artstyle and world design would be a mix of Stellar Blade and Genshin Impact.
@@paluxyl.8682 I'm want to target the mobile market first. Casual genre. I'm so confused between Unity and Godot.
What would you advice? Should I go with Unity or Godot!
Why not start today?
@@CertifiedFreshMemes Currently learning design to get a job. I need an income source, before I get started.
What is the game at 8:43 that is a game in a game?
Screenbound -M
@@bitemegames Thank you.
I wanna play Chainsaw Leg now
It's a real game, Turbo Overkill -M
Maybe aiming for 3 hours minimum is best.
Day 1 of asking for Melon-Pan tier list.
I'm not in Japan anymore, so you'll be asking for this for a long time before I am even able to make this video. -M
Scared of refunds? Make a New Game + or higher replayability.
I'd say pick the engine that uses the language you are most comfortable with or like the most. Don't learn a language, learn to make games, and learn an engine all at once. You are putting too much on your plate.
IMO learning the language and the engine is kind of the same thing, since the engine's code interface is gonna be closely tied to the engine and very idiosyncratic and bespoke. For example, Unreal Engine has all the blueprints and meta-compiler stuff, and then you are essentially forced to make extremely OOP code - inheriting UE classes and using their methods and data tyoes. So you aren't writing C++. You're writing Unreal Engine code that happens to be a sort of bastardized dialect of C++. I don't think experience in C++ is really any better than experience in Python or C# because you have to adapt to the structure and API that are imposed on you either way. What's so hard about learning a little bit of syntax?
Misconception #6: You cannot make a MMORPG in 3-4 months as your first game, even if you have good friends to assist you. Ambition is great, delusion is a whole other thing. It's even worse when that game you're planning is using licensed art, music, characters or whatever because "I like them so much I wanted to include them in my game as a tribute". You'll just get a lawsuit and your game will be cancelled. And the absolute worst is to start developing that game without writing a GDD first and/or doing some research. It's the recipe for failure, you might even discourage yourself from developing your dream game entirely. Any game is a lot of work, so it's best to be organized and aware of your flaws right from the start.
Please make your videos shorter
😂